Primary Race pick determines the base Military Units (listed in each Race's units entry) and the racial Building bonus (Elite Unit values are determined by the primary pick base Elite plus the secondary pick adjustment; secondary pick does not grant the Building bonus)
Only gain the Penalties of the primary Race pick
Half-blooded race pairings no longer gain +50% Birth Rate
Same race pairing no longer provides Town Watch
Exploration & Buildings
Libraries base effect lowered to 1.25%, max effect 31.25%
Universities Scientist Generation base effect lowered to 2%, max effect 50%
Science
Resilience scaling slightly increased
Military, Attacking & Defending
Base Military Units values increased (check Race entries for values)
Specialist Credits gained in Combat reduced by roughly 50% due to Military Units rescaling
Soldiers are .25 nw per point.
Specialists are .4 nw per offense point, .5 nw per defense point.
Elites have 0.36*off_points+0.45*def_points nw, rounded to the nearest .25.
Prisoners are .2 nw per offense point.
War Horses are .3 nw per offense point.
Wizards and Thieves are 5 nw.
Learn Attack amount of GBP generated critically increased
Learn Attack Gains from allocated Books slightly decreased
Relations
Unfriendly Relations threshold increased to 15 points
War Win bonus is now an option between Land or Honor
War Score ranking removed
Spells
Aggression - adjusted bonus/penalty to +2/-2
Anonymity - availability changed to All
New spell: Mind Focus - increases Wizard Production by 40% (average Duration 12 ticks, Cost multiplier 2.0)
Dragons
Reverted Dragon Cost Mods to previous Age 91 values
Adjusted Dragon HP Mods to previous scaling values: Sapphire 6.375, Topaz 6.375, Amethyst 7.65, Ruby 7.65, Emerald 9.5625
Miscellaneous
Display the enemy's total Offensive Casualties on Throne/News Attack message
Races
Avian
Bonuses
+50% Watch Towers Efficiency
-15% Attack Time
-25% Training Time
-25% Build Time
Elite Unit gains +4/+0 Strength
Starts with: 200 Elites
Penalties
No Access to Stables and War Horses
Spellbook: Clear Sight
Soldier - 2/2, 1.0nw
Offensive Specialist - 12/0, 4.8nw
Defensive Specialist - 0/10, 5.0nw
Base Elite Unit - 11/6, 1500gc
Prisoner/Mercenary - 6/0, 1.2nw/0nw
War Horse - n/a
Age 92
Bonuses
Elite Bonus +5/-1
-15% Attack Time
-50% Build time & Build Cost
-25% Training Time
Penalties
No Access to Stables and War Horses
Spellbook: Anonymity
Starts with +300 Elites
Dark Elf
Bonuses
+50% Towers Efficiency
+20% Instant Spell Damage
Successful Spell Casts refund 50% Runes (excluding Ritual)
-50% Thieves Lost on Thievery Operations
Elite Unit gains +0/+3 Strength
Starts with +100 Thieves and +100 Wizards
+20% Building Efficiency
-50% Building Construction and Raze Cost
-30% Building Damage taken from Arson, Greater Arson, Tornadoes and Raze Attacks
Elite Unit gains +3/+1 Strength
Starts with +100 Soldiers, +100 Specialist Credits and +100 Building Credits
Penalties
+100% Food Consumption
No Access to Sabotage Operations
Spellbook: Gluttony, Mist, Reflect Magic
Soldier - 2/2, 1.0nw
Offensive Specialist - 10/0, 4.0nw
Defensive Specialist - 0/10, 5.0nw
Base Elite Unit - 10/7, 1500gc
Prisoner/Mercenary - 6/0, 1.2nw/0nw
War Horse - 3/0, 0.9nw
Age 92
Bonuses
Elite Bonus +3/+0
+15% Building Efficiency
+20% Flat Rate Building Production and Capacity (Homes, Banks, Farms, Stables, Towers, Dungeons)
-40% Building Damage taken from Arson, Greater Arson, Tornadoes and Raze Attacks